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There are 13 messages in this issue.
Topics in this digest:
1. Unit count symbols
From: jizbrand@kc.rr.com
2. RE: Unit Types and restricting tweaks
From: "Michael Earley" <ace@madbomber.net>
3. Chaos Lord Mark question
From: Michael Nixon <mnixon@macn.bc.ca>
4. RE: Unit Types and restricting tweaks
From: Rob Bowes <rob@wolflair.com>
5. Problem with outputting Tweaks as footnotes
From: "Michael Earley" <ace@madbomber.net>
6. Re: Chaos Lord Mark question
From: trent <felix@medford.net>
7. SJG Files
From: "Daniel Rothman" <drothman.dmth94@gtalumni.org>
8. Re: Unit count symbols
From: Rob Bowes <rob@wolflair.com>
9. Re: SJG Files
From: Rob Bowes <rob@wolflair.com>
10. Re: Problem with outputting Tweaks as footnotes
From: Rob Bowes <rob@wolflair.com>
11. Re: Chaos Lord Mark question
From: Ghazhkull_Thraka@dakkadakka.com
12. Re: Unit count symbols
From: jizbrand@kc.rr.com
13. Re: Re: Unit count symbols
From: Rob Bowes <rob@wolflair.com>
________________________________________________________________________
________________________________________________________________________
Message: 1
Date: Tue, 04 Sep 2001 12:42:38 -0000
From: jizbrand@kc.rr.com
Subject: Unit count symbols
I know that (#) gives me the model count, and (%) gives the item
count. Is there a symbol that gives me the unit count? I'm trying
to limit the number of units in the roster by the combination of a
fixed stat and a variable stat in the general's profile. Thanks.
________________________________________________________________________
________________________________________________________________________
Message: 2
Date: Tue, 4 Sep 2001 11:09:22 -0400
From: "Michael Earley" <ace@madbomber.net>
Subject: RE: Unit Types and restricting tweaks
> Your logic is all correct, except for one minor (critical)
> detail. Items
> are processed BEFORE all options. This means that the options used to
> assign the types R/L/E haven't been processed when the tweaks are
> evaluated. Some extra provisions are made within AB to partially
> re-evaluate items if type assignments are changed via
> options, but this
> does not extend down to tweaks on those items. Therefore, you
> will need to
> assign all of the types to the unit directly via the "type"
> local unit
> attribute in order to ensure that those types apply to items
> and tweaks in
> all cases.
>
I just did this--for example, I added "type:L" to the local attributes of
the Mutant, which should theoretically tag him as being "not allowed to take
'Legendary' items". It is not preventing the Mutant from being able to take
the displacer field (which should not be displayed for units with a type of
"L"). Am I doing something wrong? Do I need to delete the options that add
the type onto these units? Help?
> It sounds like the types R/L/E are incremental in nature. In
> other words,
> if a unit can access rare equipment, it can access common
> ones, exotics
> imply rare ones, and legendary imply exotic ones. If this is
> true, then you
> can probably save yourself some work by using a single type
> and wildcards
> with types. Define the unit type as "C" for units with access only to
> common equipment, "CR" for rare, "CRE" for exotic, and "CREL" for
> legendary. You can then define your dependency tests more easily. For
> example, to determine if an exotic option can be taken by a unit, use
> "utyp:CRE?". The '?' tells AB that the presence of the 'L' is
> optional.
> Similarly, a rare option would be defined as "utyp:CR?". This will
> eliminate some extra work and the minimize the opportunity
> for inadvertent
> typos.
Yes, this would work for R/L/E. Since I've already done everything one way,
and then re-done them to incorporate type, I may not get to this right away
, as the way I've done it SHOULD work also, correct?
>
> Hope this helps,
> Rob
>
>
> At 03:49 AM 9/4/2001 +0000, you wrote:
> >Ok--I'm attempting to restrict the following from being selected for
> >a particular unit type: Options, Items, and Tweaks.
> >
> >In other words: here is the example (in regards to the Games Workshop
> >Inquisitor file):
> >
> >There are various "categories" that a weapon falls into:
> >- common
> >- rare
> >- exotic
> >- legendary
> >- alien technology
> >- daemonic weapons
> >
> >The first 4 are mutually exclusive--a weapon/item can ONLY be one of
> >the 4 (common, rare, exotic, or legendary).
> >
> >The last 2 are additive in nature--a weapon can be exotic and alien,
> >or even exotic, alien, and daemonic.
> >
> >Now: each unit/character type in the game MAY be restricted in what
> >it can take--for example, Mutants can ONLY take common items and
> >daemonic items. They can't take rare, exotic, legendary, or alien
> >technology.
> >
> >Here's how I've rendered this:
> >
> >I've created 5 options:
> >- PrevRare: appends the "type" of "R" to a unit
> >- PrevLeg: appends the "type" of "L" to a unit
> >- PrevAlnT: appends the "type" of "A" to a unit
> >- PrevExo: appends the "type" of "E" to a unit
> >- PrevDaem: appends the "type" of "D" to a unit
> >
> >FOr a unit (like the Mutant), these options are "auto" selected
> >through the option links. This results, for the Mutant as an
> >example, in the Mutant having 4 types: R, L, E, and A (but not D).
> >
> >So far, so good.
> >
> >Now: On the items, options, and tweaks that ARE limitable by their
> >rarity/type, I've used the following:
> >
> >Options: "utyp:!E" as an example of limiting the option to only be
> >shown when one of the unit's types does NOT equal E (i.e. !E
> = NOT E).
> >
> >Items: "itst:!type=E" as an example of limiting the item to only be
> >shown when one of the unit's types does NOT equal E (i..e !type=E =
> >type not equal to E).
> >
> >Tweaks: "zutp:!E" as an example of limiting the tweak to only be
> >shown when one of the unit's types does NOT equal E (i.e. !E
> = NOT E).
> >
> >This is working fine on the options and items, but NOT on the
> >tweaks. For some reason, the tweak still displays even when zutp:!L
> >(or a similar example) is set for that tweak.
> >
> >For an example, see the Inquisitor file over in ab-files. It's in the
> >folder labeled "Inquisitor (English Version)". Add the Mutant as a
> >unit. Then click on armour, go to the items screen. Select "Force
> >Fields" from the drop down. Pick a location (doesn't matter) and add
> >it. Go back to main AB screen, select that newly added item (e.g.
> >Abdomen Force Field). You shouldn't be able to see "Displacer Field"
> >b/c it's a legendary item, but you can see it.
> >
> >In other words: Displacer Field is a tweak, with the attribute
> >of "zutp:!L" on it. The Mutant has auto-added the "PrevLeg" option,
> >which gives it the type "L". This combination should prevent
> >the "displacef field" option from showing on the Mutant (I think).
>
>
> --------------------------------------------------------------
> -------------
> Rob Bowes (rob@wolflair.com)
> (650) 726-9689
> Lone Wolf Development
> www.wolflair.com
>
>
> ------------------------ Yahoo! Groups Sponsor
> ---------------------~-->
> Win a Marvel vs. CapCom 2 Arcade System!
> Click Here to Enter...
> http://us.click.yahoo.com/uTyA4B/o58CAA/9ZuFAA/IMSolB/TM
> --------------------------------------------------------------
> -------~->
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
Win a Marvel vs. CapCom 2 Arcade System!
Click Here to Enter...
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---------------------------------------------------------------------~->
To unsubscribe from this group, email
armybuilder-unsubscribe@egroups.com
------------------------------------------------------------------------
There are 13 messages in this issue.
Topics in this digest:
1. Unit count symbols
From: jizbrand@kc.rr.com
2. RE: Unit Types and restricting tweaks
From: "Michael Earley" <ace@madbomber.net>
3. Chaos Lord Mark question
From: Michael Nixon <mnixon@macn.bc.ca>
4. RE: Unit Types and restricting tweaks
From: Rob Bowes <rob@wolflair.com>
5. Problem with outputting Tweaks as footnotes
From: "Michael Earley" <ace@madbomber.net>
6. Re: Chaos Lord Mark question
From: trent <felix@medford.net>
7. SJG Files
From: "Daniel Rothman" <drothman.dmth94@gtalumni.org>
8. Re: Unit count symbols
From: Rob Bowes <rob@wolflair.com>
9. Re: SJG Files
From: Rob Bowes <rob@wolflair.com>
10. Re: Problem with outputting Tweaks as footnotes
From: Rob Bowes <rob@wolflair.com>
11. Re: Chaos Lord Mark question
From: Ghazhkull_Thraka@dakkadakka.com
12. Re: Unit count symbols
From: jizbrand@kc.rr.com
13. Re: Re: Unit count symbols
From: Rob Bowes <rob@wolflair.com>
________________________________________________________________________
________________________________________________________________________
Message: 1
Date: Tue, 04 Sep 2001 12:42:38 -0000
From: jizbrand@kc.rr.com
Subject: Unit count symbols
I know that (#) gives me the model count, and (%) gives the item
count. Is there a symbol that gives me the unit count? I'm trying
to limit the number of units in the roster by the combination of a
fixed stat and a variable stat in the general's profile. Thanks.
________________________________________________________________________
________________________________________________________________________
Message: 2
Date: Tue, 4 Sep 2001 11:09:22 -0400
From: "Michael Earley" <ace@madbomber.net>
Subject: RE: Unit Types and restricting tweaks
> Your logic is all correct, except for one minor (critical)
> detail. Items
> are processed BEFORE all options. This means that the options used to
> assign the types R/L/E haven't been processed when the tweaks are
> evaluated. Some extra provisions are made within AB to partially
> re-evaluate items if type assignments are changed via
> options, but this
> does not extend down to tweaks on those items. Therefore, you
> will need to
> assign all of the types to the unit directly via the "type"
> local unit
> attribute in order to ensure that those types apply to items
> and tweaks in
> all cases.
>
I just did this--for example, I added "type:L" to the local attributes of
the Mutant, which should theoretically tag him as being "not allowed to take
'Legendary' items". It is not preventing the Mutant from being able to take
the displacer field (which should not be displayed for units with a type of
"L"). Am I doing something wrong? Do I need to delete the options that add
the type onto these units? Help?
> It sounds like the types R/L/E are incremental in nature. In
> other words,
> if a unit can access rare equipment, it can access common
> ones, exotics
> imply rare ones, and legendary imply exotic ones. If this is
> true, then you
> can probably save yourself some work by using a single type
> and wildcards
> with types. Define the unit type as "C" for units with access only to
> common equipment, "CR" for rare, "CRE" for exotic, and "CREL" for
> legendary. You can then define your dependency tests more easily. For
> example, to determine if an exotic option can be taken by a unit, use
> "utyp:CRE?". The '?' tells AB that the presence of the 'L' is
> optional.
> Similarly, a rare option would be defined as "utyp:CR?". This will
> eliminate some extra work and the minimize the opportunity
> for inadvertent
> typos.
Yes, this would work for R/L/E. Since I've already done everything one way,
and then re-done them to incorporate type, I may not get to this right away

>
> Hope this helps,
> Rob
>
>
> At 03:49 AM 9/4/2001 +0000, you wrote:
> >Ok--I'm attempting to restrict the following from being selected for
> >a particular unit type: Options, Items, and Tweaks.
> >
> >In other words: here is the example (in regards to the Games Workshop
> >Inquisitor file):
> >
> >There are various "categories" that a weapon falls into:
> >- common
> >- rare
> >- exotic
> >- legendary
> >- alien technology
> >- daemonic weapons
> >
> >The first 4 are mutually exclusive--a weapon/item can ONLY be one of
> >the 4 (common, rare, exotic, or legendary).
> >
> >The last 2 are additive in nature--a weapon can be exotic and alien,
> >or even exotic, alien, and daemonic.
> >
> >Now: each unit/character type in the game MAY be restricted in what
> >it can take--for example, Mutants can ONLY take common items and
> >daemonic items. They can't take rare, exotic, legendary, or alien
> >technology.
> >
> >Here's how I've rendered this:
> >
> >I've created 5 options:
> >- PrevRare: appends the "type" of "R" to a unit
> >- PrevLeg: appends the "type" of "L" to a unit
> >- PrevAlnT: appends the "type" of "A" to a unit
> >- PrevExo: appends the "type" of "E" to a unit
> >- PrevDaem: appends the "type" of "D" to a unit
> >
> >FOr a unit (like the Mutant), these options are "auto" selected
> >through the option links. This results, for the Mutant as an
> >example, in the Mutant having 4 types: R, L, E, and A (but not D).
> >
> >So far, so good.
> >
> >Now: On the items, options, and tweaks that ARE limitable by their
> >rarity/type, I've used the following:
> >
> >Options: "utyp:!E" as an example of limiting the option to only be
> >shown when one of the unit's types does NOT equal E (i.e. !E
> = NOT E).
> >
> >Items: "itst:!type=E" as an example of limiting the item to only be
> >shown when one of the unit's types does NOT equal E (i..e !type=E =
> >type not equal to E).
> >
> >Tweaks: "zutp:!E" as an example of limiting the tweak to only be
> >shown when one of the unit's types does NOT equal E (i.e. !E
> = NOT E).
> >
> >This is working fine on the options and items, but NOT on the
> >tweaks. For some reason, the tweak still displays even when zutp:!L
> >(or a similar example) is set for that tweak.
> >
> >For an example, see the Inquisitor file over in ab-files. It's in the
> >folder labeled "Inquisitor (English Version)". Add the Mutant as a
> >unit. Then click on armour, go to the items screen. Select "Force
> >Fields" from the drop down. Pick a location (doesn't matter) and add
> >it. Go back to main AB screen, select that newly added item (e.g.
> >Abdomen Force Field). You shouldn't be able to see "Displacer Field"
> >b/c it's a legendary item, but you can see it.
> >
> >In other words: Displacer Field is a tweak, with the attribute
> >of "zutp:!L" on it. The Mutant has auto-added the "PrevLeg" option,
> >which gives it the type "L". This combination should prevent
> >the "displacef field" option from showing on the Mutant (I think).
>
>
> --------------------------------------------------------------
> -------------
> Rob Bowes (rob@wolflair.com)
> (650) 726-9689
> Lone Wolf Development
> www.wolflair.com
>
>
> ------------------------ Yahoo! Groups Sponsor
> ---------------------~-->
> Win a Marvel vs. CapCom 2 Arcade System!
> Click Here to Enter...
> http://us.click.yahoo.com/uTyA4B/o58CAA/9ZuFAA/IMSolB/TM
> --------------------------------------------------------------
> -------~->
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@egroups.com
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>